The Ogris fires detonite infused casings.

The Ogris is a Grineer rocket launcher unlockable through Chem Lab Research in the Dojo. While slow to charge, it fires a rocket that can deliver high blast damage over a small area, but can also damage the player if they aren't careful. A slower projectile version of this is used by the Bombard, though the homing ability isn't present in the ClanTech version.

This weapon can be sold for Credits647,500.

Manufacturing Requirements
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: Credits6415,000
Chem Lab Research •ClanAffinity643,000
Time: 72 hrs
Prereq: Ignis
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100


This weapon deals Blast b Blast damage.


  • Very high AoE Damage.
    • 6m AoE dealing 600 Blast b Blast damage.
    • Both radius and damage can be increased with mods.
  • Can be fired while sprinting.
  • High status chance.
  • Effective at killing enemies behind cover.
  • Slow fire rate tends to make recoil irrelevant.
  • Can use the Ogris-exclusive Nightwatch Napalm mod.
  • Can use the launcher-exclusive Firestorm and Adhesive Blast mods.


  • Deals a third of its total damage (including elemental damage and effects if they proc) to the user if the rocket detonates too close, making the Ogris very dangerous and ill-suited for close range combat.
    • Can explode on teammates, which can cause lethal self-damage.
  • Clumsy against large crowds of fast-moving enemies such as the Infested.
    • Has to be charged before it can fire.
  • Blast b Blast damage is less efficient against Ferrite armor.
  • Enemies can destroy the rockets with gunfire, including enemy AoE explosions.
  • Rockets need time to reach their targets.
  • Optimal use relies heavily on proper positioning.
  • Enemy bodies will block AoE damage from hitting enemies behind.
  • Draws ammo from the Sniper ammo pool.
  • Second lowest max ammo of all primary weapons.
  • Low critical chance.
  • UI adds both rocket and explosion damage together, meaning actual damage is 85% of what is listed, for the explosion.
  • Sluggish reload speed.


  • The Ogris fires a rocket that deals 100 blast damage, and creates an AoE with a 6m radius that deals 600 blast damage. The game's UI will add both of these numbers together to create 700, which is misleading.
    • The 100 damage of the rocket can only hit one target, and is not combined with the shot if it hits an object instead of an enemy (much like a Tonkor that is left to explode without hitting an enemy, you lose the direct impact damage).
  • The actual damage of the explosion is 599, shown when hitting a Charger which has no weakness or bonus to blast, and whose head cannot be hit by the explosion.

Weapon LoadoutsEdit

General StrategyEdit

The Ogris is slow but very powerful. However, using the Ogris well requires proper positioning and timing, especially against faster enemies such as Corpus Prod Crewmen, Grineer Butchers, or Infested foes. As such, it is a good idea to pair the Ogris with a powerful sidearm and/or melee weapon.

In addition, the Ogris is crippled by its charge time; getting a Speed Trigger mod is recommended, as this will reduce the time it takes to charge a shot.

However, with this greatly increased damage comes greatly increased risk to the user. Players should be extremely careful about where they fire the rocket, or they can easily kill themselves with their own gun. Because of this, it is recommended to find a good spot, preferably high up with a view of the map, from which to rain death on foes from above. This makes it very effective against Infested while doing this tactic.

Other InformationEdit



  • Rocket itself only deals minor damage, when compared to the AoE damage. Hitting an enemy directly with a rocket will only deal a fraction of the potential damage, and the enemy hit will not receive AoE damage. Aim above their heads or the ground by their feet for best results.
  • Allies and the user's Sentinel do not take damage from the rockets.
  • Rockets fired from the Ogris will not pass through allies and can result in serious injury or death to the user if they are too close.
  • Does not 'home-into' targets as seen on the Grineer Bombard's Ogris.
  • Some players can find the Ogris difficult to use when fighting against a faction predominantly numbered with melee units, such as the Infested, as the risk of self-harm is more prevalent around melee units.
  • Landing on feet as well as rolling will interrupt charge, while sprinting, double jumping, sliding and landing with a slide does not.
  • Pressing reload while holding charge will cancel the charge and reload the weapon if the magazine is not full. Otherwise, it will only cancel the charge. This is also true for Lanka, Ballistica, Opticor and Drakgoon.
  • Causes the same lighting effect as shooting an explosive barrel upon impact.
  • Prior to Update 13, rockets from the Ogris were unable to pass through Volt's Electric Shield, instead they would collide with the shield and explode.
  • Both the actual rocket and the explosion can deal critical hits. 
  • The explosions of the Ogris rockets can be unreliable, as it sometimes deals no damage on its AoE despite of the proper shot. (Bug or player error.)
  • In the Color Customization, the energy of the Ogris can be seen by the two lights appearing at the back of the weapon when fully charged.
  • When using Adhesive Blast, the rocket will stick to your target and deal damage over time and can apply status effects including Slash b Slash.


  • Even though the player-usable Ogris and the Grineer Bombard's Ogris are technically the same weapon, the two have different sound-effects, travel-time and firing mechanics – one is a slow, homing missile while the other is a fast-travelling rocket that only travels in a straight line.
  • When charging, smoke can be seen coming off. This may be a process of activating the explosive detonite mixture.
  • Strangely enough for an explosive, this weapon does not cause enemies to gib heavily, even on direct hits to their weakspots.
  • The Ogris' model was changed significantly in Update 16. Prior to that, it used a simpler, box-shaped model. The old Ogris model received several graphical updates before it was replaced outright;
    • Prior to Hotfix 8.1.3, the only indicator of the charge-up time was the noise, which was often difficult to hear in the middle of chaotic firefights and usually led to jamming.
      • The weapon now emits smoke and the exhaust tubes and clip vibrate and wobble when charging and when fully charged.
      • The charging indicator light changes color based on the map tile. For example, on asteroid bases, the light is reddish in color, and on Grineer ships, the light is completely white.
    • Prior to Update 9.5, the Ogris used the same reloading animation as most other rifles, which resulted in the player appearing to empty a non-existing magazine and slapping the bottom of the weapon.
      • The Ogris is one of the weapons that has a non-static model, as its knobs at its back turn while reloading.
    • The old Ogris model humorously had the words "BIG HURT F43" written in Grineer on both sides. This is odd considering it is a clan-made version and not a direct copy of the ones used by the Grineer.
  • Decreasing the charge time of the Ogris using fire rate mods will increase the pitch of the charging sound as well.
  • If playing as Valkyr, one can Rip Line onto a rocket fired by an Ogris.
  • The Ogris' projectiles are spiked, which fits the Grineer theme but serves no real purpose. It does however, make Adhesive Blast more logical as the spikes would dig into objects and enemies.


  • Firing at a reactor in Sabotage missions does not destroy any of the vials attached.
  • Firing at Lephantis does not deal explosive damage to the targeted area (only the damage of the projectile impact is counted).


General TipsEdit

  • All "charge weapons" (guns) are capable of holding their charge during a sprint, and as long as the user starts the charge, they are able to finish charging while they are still sprinting. This allows for more mobility to the user such as charging their weapon in cover, then run into the room and to unleash their first shot at first sight at the enemy immediately.
    • Using elevators and opening coop doors also does not cancel the charge, however hacking consoles and opening lockers will.
    • Sliding when you are about to hit the ground (from any height) is very useful for keeping your charge instead of losing it by rolling.
    • While wall running will not cancel the charge, edge grabbing will.
  • Pressing reload during a charge will cancel it regardless of ammo remaining.
  • Enemy bullets can cause the Ogris' Rockets to explode prematurely. Consider:
    • Firing indirectly at your target (shooting the ground/walls around them)
    • Waiting for the enemy to stop firing before you release your rocket.
    • AoE effects such as the Napalm's hazards can also destroy rockets.
  • Using the Speed Trigger mod can greatly decrease down-time for this weapon.
    • Affects both Charge time and attack speed but missile speed is unaffected.
  • Consider the enemy factions:
    • The Grineer have a mix of large crowds and dangerous heavy enemies that cannot be ignored. Both are equally dangerous; either picking off tougher enemies first or clearing groups first are both valid options with priorities depending on the situation at hand.
    • Grineer Shield Lancers can block the impact of the Ogris only, but they'll take the full damage of the explosion that comes after this impact.
    • On the other hand, the Infested move very quickly and are not always grouped for easy crowd-kills. Very often you will have a few enemies blocking rockets with their speed for their swarming allies. Against the Infested focus on killing heavy units first, especially Disruptor and Toxic Ancients, and then clean up the remainder.
      • Three or more team members using the Infested Impedance aura can increase the efficiency by slowing them down enough to where you can fire with ease.
  • Firestorm can be considered a damage multiplier as it increases the effective area of the explosion. As damage gets stronger closer to the epicenter of the explosion extending the range of the explosion also increases the effective damage area(s). Also, a combination with mid/high rank Heavy Caliber and Split Chamber increase its effectiveness because each of separated missile will travel to different spot, resulting in wider area of explosion radius and more multikills. This combination is extremely effective in Endless Defense Mission such as Orokin Derelict Defense (ODD) and Wave Defense Mission such as Orokin Void Defense (ODV).
  • Having a sentinel with a Guardian mod will come in handy when taking too much damage from the rockets.

Suicidal Damage EvasionEdit

  • Carry a close-ranged sidearm when using the Ogris.
  • Consider using the Kestrel melee weapon as it's ranged charge attack can be used to push a nearby enemy away, allowing you to use your Ogris to kill it. This is usually faster than changing to your secondary and back (The Kestrel is unique among thrown melee weapons in this respect as it will "push" or ragdoll enemies with its charge attack).
  • Evaluate the risk of massive self-damage before engaging enemies at close-range with this weapon.
  • Be wary of passing players and enemies when lining a shot up. Mistimed shots could result in a close proximity explosion dealing damage to yourself.
    • Consider telling your team members to avoid standing / moving in front of you to prevent a self-incapacitation or simply stand where players would not normally pass in front of you such as a ledge or on top of a box.
  • When using this weapon at close range jumping back usually brings you outside of the blast radius.
  • When rushed by the enemy fire an intercept shot behind them and let the AOE catch them; an adjacent wall or ceiling target is ideal to reduce the chance of accidentally hitting the oncoming mob.
  • If your defensive position inside a snow globe is overrun consider exiting the globe and shooting it (from a safe distance); the rocket will impact on the globe but the blast will penetrate and damage those within the blast radius as normal.

AoE Mechanic TipsEdit

This section is for those of you who do not know how to use a rocket launchers' AoE effect against multiple targets.

  • The closer the target is to the epicenter of the explosion the more damage it will take; Firestorm can be considered a damage modifier mod as it extends the effective AoE.
  • Due to the nature of the Ogris's charging time, projectile travel time, and explosive properties, try to plan where you want the rockets to hit before firing.
    • If you are caught in a situation where you must engage enemies where you will be within blast radius, charge a rocket and then dive backwards while firing. This will reduce the chances of an accident.
  • The AoE blast can be useful for taking out enemies behind cover. Aiming at a nearby wall or patch of floor situated behind them will render their cover useless.
    • An enemy's hitbox can provide cover for those behind it. Aim at the middle of the ground when attacking incoming groups.
  • Firing from higher elevations makes greater use of its AoE damage.
  • Firing at an Artic Eximus with a "snow globe" will usually kill the Eximus

Punch ThroughEdit

Warframe Ogris Puncture Test (Update 9

Warframe Ogris Puncture Test (Update 9.7)

As of Update 9.7, Punch Through (formerly Puncture) now works with the Ogris. While rockets do not explode when they punch through, they will still deal the impact damage shown in the infobox (not the 500 AoE damage).

If the punch through distance does not exceed that of the object the projectile initially makes contact with, the rocket will explode immediately inside the target, dealing no radius damage at all. As such it is important to adjust your Punch Through level.

Punch Through TipsEdit

  • Punch through can be used as a safety net as rockets can pass through other players.
  • Using walls to blow up rockets to use splash damage may not work all the time, as your rocket may decide to punch through the targeted object.
  • Punch through may not be completely reliable for projectile weapons (does not work all the time), so the risk for self-harm is still present.

Heavy CaliberEdit

As of Update 10.4, Heavy Caliber's accuracy reduction makes rockets spread.

  • Heavy Caliber is a straight up damage multiplier that decreases accuracy to a terrible point. Even shooting a mid-range targets will have the risk of completely missing.

Heavy Caliber Combinations
Ogris Heavy Caliber Test (U10

Ogris Heavy Caliber Test (U10.4)

Heavy Caliber's Effect on Ogris


  • Split Chamber gives the Ogris another rocket that lands in a different location due to the accuracy debuff from Heavy Caliber.
    • Firestorm when coupled with Split Chamber is especially effective as it increases the overall effective range of the Ogris as well as the damage dealt from each individual explosion.
  • Shred's punch through is somewhat negated with Heavy Caliber as the rockets no longer land in the same spot as one another. This means even if one rocket passes through an enemy and does not blow up the other rocket will still have a chance of blowing up.


The Ogris synergizes well with the following warframes and abilities:


  • Ash can use Smoke Screen to stun enemies and allow for relocating to get into a better position to use the Ogris.


  • Petrify can immobilize groups of enemies long enough for a rocket. Bear in mind that heavier targets will take longer to petrify.
  • Rumblers can draw attention towards them and potentially cause enemies to bunch up, making them vulnerable to a rocket shot.


  • While Sonar can amplify the burst damage output of the projectile, it can be unreliable. The damage done by the Ogris rocket's explosion will always be dealt to the torso, regardless of where the rocket hits. This means that the explosion will not receive the bonus unless Sonar places the weakspot on the enemy's torso.
    • This can be rectified with Resonance as it allows more weakspots to be generated, thus increasing the likelihood that one weakspot ends up on the torso.
  • Banshee's Sonic Boom can push away enemies if they are too close, allowing the user to follow up with a rocket.


  • Chroma can resist accidental damage dealt considerably with Vex Armor, allowing more flexibility in tighter areas.
  • Effigy will attract and stun enemies, making it easier to target them
  • Electricity b Electric or Cold b Cold-oriented Elemental Ward can stun or slow enemies, making shots easier to land with the Ogris, though a Cold b Cold-oriented Ward may be preferable due to the Armor bonus it generates while active.


  • She can use Fireball to occasionally set groups of enemies in a panic for keeping them in one place or Fire Blast to knock them out of range.
  • The brief stun from Accelerant can be useful for a quick rocket shot, particularly if the Ogris has Heat b Heat damage equipped.


  • In her Night Form, Equinox can use Rest to immobilize groups of enemies for a rocket shot.
  • The Ogris' damage can help build up great potential healing/damage for Mend & Maim, provided the enemies die within the aura of the ability.


  • Radial Blind can be used to disorient and create distance away from groups of enemies to allow for another rocket shot.
  • Provided it is aimed away from enemies, Slash Dash can be used for a quick getaway.


  • Stunning an enemy with Freeze and then firing a rocket directly at the weakpoint is an effective way to assassinate tougher enemies.
  • Slowing a line of enemies with Ice Wave can make it fairly easy to clear the wave, assuming that your positioning is good.
  • Snow Globe can allow Frost to shoot at enemies from variable heights and distances within the snow globe with little disruption or danger of return fire. Try using a smaller globe to avoid blocking your team's (and in some cases, your own) line of sight.
  • Enemies who survive Avalanche will be immobilized and have their armor reduced, making them vulnerable to a rocket shot.


  • Dessication can momentarily stun enemies, giving time to charge and fire a rocket. Scarab Swarm can also accomplish this, although one should make sure to fully reap the benefits of the health drain beforehand.
  • Inaros' many self healing abilities make him good for repairing self damage by a rocket misfire.


  • Some of the arrows from Quiver can be used to get the most out of the Ogris;
    • Dashwire Arrows can be used to reach vantage points or evade close combat in combination with Prowl, as the latter's cloaking is not disrupted while sprinting on a zipline.
    • Sleep Arrows can be used to cluster groups of enemies, which can be followed up with a rocket. The same can be done with Noise Arrows against unaware enemies, though keep in mind that the Ogris is not innately silent, so mod it accordingly.
  • Navigator is one of the most effective abilities to use with the Ogris, as it allows the player to guide a rocket to a desired target or targets. The damage multiplier that increases the longer Navigator is active also makes the Ogris' rocket far more damaging.


  • Using Cataclysm and Rift Walk, Limbo can lock down a given area through constant bombardment while Limbo remains immune to any incoming damage.


  • By using Decoy and Switch Teleport, Loki can easily access areas that give the Ogris a huge advantage. Decoy is also a fairly good ability for gathering enemies together.
    • Irradiating Disarm can also be used to group enemies up, but its short duration (compared to Chaos) means that there is a shorter window of opportunity for enemies to bunch up.


  • Magnetize can make aiming much easier as rockets will fly towards your target.


  • The range of Shooting Gallery can be increased to stun enemies at distances safe enough for the Ogris to be used against them.
  • Keep in mind that the damage bonus from Ballistic Battery will only affect the direct impact of the rocket, not the explosion.


  • Hall of Mirrors produces 2 clones of your Warframe around you, greatly enhancing your damage output
    • Should one of the clones trigger an explosion next to you, you won't receive damage from it.
    • The clones do not obstruct your line of fire, you will fire through them if they happen to be between you and your target. 
    • Since the clones stand around you, the total explosion radius gets significantly increased.
      • This is further enhanced by the use of Firestorm which increases the blast radius of each rocket.
      • Modding the Ogris with Heavy Caliber and Split Chamber will even further increase the range of devastation as this will make the Ogris fire a total of 6 rockets (2 for you and 2 for each Doppleganger, as only 2 actually fire weapons) in a wide spread.
      • This setup can also be used to take full advantage of the new Ogris exclusive Nightwatch Napalm mod, leaving a field of fireballs in the aftermath.
    • Hall of Malevolence increases the damage dealt with each enemy killed, counteracting the damage penalty of Hall of Mirrors. This gets further enhanced with the use of power strength mods which decrease the damage penalty as well.


  • Both Terrify, and Shadows of the Dead, can distract enemies long enough for a rocket. However, Terrify may cause enemies to move around unpredictably.
    • Using the augment Creeping Terrify, however, along with an appropriately-modded build, can be extremely effective at quickly eliminating tougher enemies.


  • Fire Walker and Blazing Chakram can be used to get some distance between Nezha and his targets.
    • Blazing Chakram can be used to reach vantage points to get a clear shot
  • Warding Halo can be used to mitigate self-damage from the Ogris, but it is preferred to keep your distance while firing due to Nezha's poor durability.
  • Divine Spears can immobilize groups of enemies for a rocket shot.
    • Following it up with Blazing Chakram can restore large amounts of health for each enemy killed. Keep in mind that you only have 10 seconds to kill affected targets, so be quick to fire a rocket.


  • The Ogris can very easily trigger Molecular PrimeWorm Hole can place the user in a favorable position, assuming no enemies enter the worm hole.


  • Chaos can be an effective way to force enemies to group up, making for easy kills.


  • Rhino Charge can be used to escape a clump of enemies before delivering the shot with the Ogris.
  • Iron Skin can lessen or nullify the damage of getting caught in the blast radius of the Ogris.
  • Rhino can also take advantage of the damage increase of Roar, but also increases the danger of self-harm.
  • Rhino Stomp simultaneously damages and stops the enemies in their tracks, similarly to Bastille, giving Rhino clear shots at the most susceptible areas.


  • Saryn's Molt gathers enemies together, similar to Loki's Decoy, allowing her time to reach safe(r) and more favorable areas for her to then shoot at distracted targets.


  • A combination of Link and Blessing will reflect any self-damage (accidental or not) onto linked enemies, while Trinity receives reduced damage.
    • Abating Link can further increase the amount of damage linked enemies can receive.


  • Rip Line gives Valkyr unparalleled mobility with low energy cost, allowing her to get anywhere very quickly, or to momentarily gain a height advantage and fire from overhead. It can also serve as a means of escape if enemies get too close.


  • The use of Vauban's abilities does not interfere with the charging, firing, and reloading of the Ogris; this allows the Vauban to quickly alternate between using abilities and using the Ogris. This flexibility arguably makes Vauban one of the better Warframes with which to use the Ogris.
  • Charging the Ogris while Bouncing yourself and firing from overhead can clear out a wave in the event where standing on the ground would not do so effectively.
  • Bastille suspends enemies, thus making them easy targets for the Ogris. This tactic is very effective against the Infested, and is very useful when Bastille is used at narrow chokepoints.
  • Vortex gathers all affected enemies into one location, thereby clustering them. Shooting the Ogris at or near this cluster is an effective method, damaging, if not killing, many enemies at once. Be careful when using this method as Vortex has a high energy cost.


  • Iron Jab can knock down enemies close to its selected target, making them vulnerable to a rocket.
  • Defy is particularly useful in avoiding accidental deaths from the Ogris, though keep in mind that the amount of health restored will diminish with subsequent revives and Wukong's energy reserves will also take a hit.
    • Once activated, Defy's temporary invulnerability may allow for multiple close proximity rockets. Further use of this advantage is possible by modding Wukong for Power Duration.
  • Cloud Walker allows Wukong to safely travel to vantage points or move away from targets too close to fire safely.


  • Much like Rip Line before it, Tail Wind gives Zephyr a lot of mobility, allowing her to reach a good vantage point to open fire safely. Other strategies include;
    • Using Tail Wind once while on the ground to gain a height advantage to shoot enemies directly below her. However, do keep in mind the blast radius.
      • Jumping then using Tail Wind straight up creates more distance from the ground and eliminates the danger of self-damage.
  • Due to Zephyr's reduced falling speed, she can hang in the air for an extended period of time to line up shots and/or "float" away from the enemy and fire the Ogris before landing.
  • Turbulence is also a very effective skill when combined with the Ogris, as it can shield Zephyr from enemy gunfire (though not melee units) so long as the gunfire originates 'outside' the range of Turbulence.
    • With the Jet Stream augment, Zephyr becomes faster, and any non-hitscan projectiles she fires will inherit a speed-boost from the ability's effect. The Ogris projectile is normally fairly slow, but this ability can make it fly very quickly.
      • Keep in mind, however, that Turbulence will 'not' protect you from self-damage, and neither will having Jet Stream equipped. As Zephyr has a paltry 15 armor, this means you must exercise extreme caution so as not to (potentially literally) shoot yourself in the foot.


  • The Ogris received a visual remodel in Update 16.0, giving it a bulbous appearance in line with other Grineer weapons. Its new appearance shares several visible parts with the Torid, implying that the Torid is the Ogris with added Infested parts.
  • The Ogris' magazine is a drum that is loaded on top of the weapon. This drum spins when the Ogris is fired.
  • Update 18.4.10 removed one of the biggest issues with the Ogris, the "jam" experienced when not fully charging a shot. The Ogris will begin charging another shot immediately after partially charging and cancelling for any reason.


  • The Spiked Projectiles Of The Ogris
  • The Ogris in the Codex as of Update 16.
  • The Ogris' old model as it appeared in the codex until Update 16.
  • The Ogris' render prior to Update 16.
  • Update 8.1.3. added a blinking light on the back of the Ogris. Compare the indicator light's color to the lights in the distance.
  • Old Ogris Colour Choices
  • Ogris' energy is seen as the two lights
  • The reload animation of the Ogris' old model.


Ogris Skins

Patch HistoryEdit

Update 21.0
  • Reduced explosion radius and damage of Ogris in Conclave.

Update 20.0

  • The Ogris has gone through a visual Upgrade
  • The Flight Speed of the projectile has been increased.
  • The Status Chance has been increased to 35%.
  • The charge time to fire the Ogris has been reduced.
  • The direct Impact damage of the projectile has been decreased to 100.
  • AoE damage has increased to 600.
  • AoE range has increased to 6 meters.
  • Mastery Rank requirement has increased to 8.

Update 19.10

  • Fixed unintentional DoT from Adhesive Blast on the Ogris.

Hotfix 19.0.5

  • Fixed Adhesive Blast causing the Ogris projectile sound to not play.

Update: The Index Preview

  • Increased ammo pool of Ogris in Conclave.

Hotfix: The Silver Grove 2

  • Fixed enemies and allies floating upwards when hit by an Ogris with Adhesive Blast.

Update: The Silver Grove

  • Ogris damage and projectile speed increased in Conclave.

Hotfix 18.10.5

  • Improved the FX of the Ogris Napalm Nightwatch mod.

Hotfix 18.10.4

  • Fixed other players getting damaged by projectiles (i.e Ogris) after Mirages Hall of Mirrors expires.

Update 18.7

  • The Ogris can now be used in Conclave.

Update 18.5

  • Updated Ogris visual impact and muzzle flash FX.

Hotfix 18.4.10

  • Fixed an extended delay that occurs with the Ogris when attempting to fire the weapon after cancelling a charged shot.

Update 17.10

  • Fixed an issue enabling players to mantle recently fired Ogris rockets.

Hotfix 17.2.1

  • Fixed a bug where the Adhesive Blast mod would cause Ogris missiles to pass through enemies, doors, loot-crates etc.

Update 17.1

  • Nightwatch skin added.

Hotfix 17.0.4

  • Fixed the Ogris rockets not exploding properly when used with the Adhesive blast Mod.

Update 17.0

  • Adjusted the range and impact of explosions caused by the Ogris rockets.
  • Fixed fire rate Mods not allowing charge weapons like the Ogris to fire.

Hotfix 16.0.2

  • Fixed Ogris charging effects and firing animation not displaying properly.

Hotfix 15.16.1

  • Fixed missing explosion effect from Ogris.

Update 14.9

  • Fixes reported cases of clients not being able to damage enemies caught in Vortex when using the Ogris.

Update 14.2

  • Ammo capacity reduced from 540 to 20.
  • Fixed issue with Ogris rockets that killed Infested Runners having their damage be used on the pod as well as part of the Runner?s explosion.

Hotfix 14.0.5

  • Performance Improvements for Mirage + Hall of Mirrors and Ogris.

Update 14.0

  • Fixed Multishot Mods causing Ogris rockets to fly through enemies and walls dealing no damage.

Update 13.0

  • Fixed Ogris rounds not passing through Volts Electric Shield correctly.

Hotfix 11.5.4

  • Fixed radial damage being broken for clients (Nova's Molecular Prime, Ogris, etc).

Hotfix 11.5.3

  • Fixed elemental damage upgrade mods not applying to the splash & embed damage from projectiles.

Update 11.5

  • Fixed Arsenal stats for Ogris due to projectiles having complex damage.

Update 10.0

  • Ogris charge FX revised, toned down.

Hotfix 9.8.4

  • Toned down Ogris charge effect.

Hotfix 9.5.2

  • Fixed Ogris charge sound effect playing randomly when it wasn't being charged.

Update 9.5

  • Added custom reload animations for the Ogris.

Update 9.4

  • Fix for killing blows with Ogris or Torid affecting resource drops for client.

Update 9.3

  • Updated charged sounds.

Hotfix 8.1.3

  • Added visual indicator to Ogris when they are ready to fire

Hotfix 8.0.7

  • Fix for Ogris and Multishot damaging player.

Update 8.0

  • Introduced.

See alsoEdit

WeaponsDamageCompare AllCosmetics

WeaponsDamageCompare AllCosmetics

Start a Discussion Discussions about Ogris

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